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Adventuring Classes

Adventuring Classes

Being an adventurer is more than just an occupation. Your character has a spark somewhere deep inside their soul that places their feet on the path too dangerous for others to tread. Perhaps it was simply survival at first, or a quest for gold or honor, or maybe they answered a higher calling from a being far more powerful than they. But whatever its origin, it is the crucial element that separates the rogue from the simple pickpocket and the warlord from the common soldier.

Classes define your adventurer’s core abilities. When your character starts out, they are beginners in their class, with only a few skills and specializations to their name. As they progress, however, they increase in power: spellcasters learn how to harness more spells, a berserker channels their ever-increasing rage more effectively, and an adept obtains greater discipline over their mind and body. Each level you gain grants you more skills and talents, creating a more proficient and accomplished adventurer.

Classes
  Class Description Source
  Adept

A living weapon that hones their control over body and mind

Adventurer's Guide
  Artificer

An arcano-scientific spellcaster who makes wondrous devices.

Gate Pass Gazette
  Bard

A charismatic performer who uses music to wield magic

Adventurer's Guide
  Berserker

A warrior that harnesses their inner rage on the battlefield

Adventurer's Guide
  Cleric

A holy guardian that channels the divine power to heal and harm

Adventurer's Guide
  Druid

A secretive sage who shuns civilization and harnesses natural magic

Adventurer's Guide
  Fighter

A master of martial techniques with expertise in a wide variety of weapons and combat maneuvers

Adventurer's Guide
  Herald

An oathbound warrior driven by an inner strength to champion their cause

Adventurer's Guide
  Marshal A natural leader and master of the art of strategic warfare Adventurer's Guide
  Ranger

A wilderness and exploration expert who has honed their skills of survival and combat

Adventurer's Guide
  Rogue

A master of stealth and subterfuge, reliant on trickery, keen reflexes, and quick fingers

Adventurer's Guide
  Savant

A genius who relies on ingenuity, planning, and keen deductions.

Adventures in ZEITGEST
  Sorcerer

A magic-wielder whose power springs forth from an innate element of their blood

Adventurer's Guide
  Warlock

A spellslinger who obtained arcane powers through an eldritch bargain with an otherworldly entity

Adventurer's Guide
  Wizard

A spellcaster who has mastered the arcane arts

Adventurer's Guide

Voidrunner Classes

Voidrunners are the adventurers of the spacefaring age: mercenaries, smugglers, and problem solvers with a spaceship. The universe can be a dangerous place so why not hire a crew to go brave the unknown? Presented in this section are new character classes designed for spacefaring journeys, exciting planetary exploration, and conflicts on a cosmic scale!

Void-classes
  Class Description Source
  Psion

Uses the power of the mind to manipulate energy and matter, or to telepathically communicate with others.

Voidrunner's Codex
  Psyknight

A stoic warrior trained in psionic and martial arts.

Voidrunner's Codex
  Scientist

A skill-focused expert in various disciplines.

Voidrunner's Codex
  Scout

An adroit specialist and cunning fighter.

Voidrunner's Codex
  Trooper

A weapon specialist who obliterates everything in their way.

Voidrunner's Codex

Wood Elf

Wood Elf

In vast, foreboding forests and jungles filled with monsters and magic, the villages of wood elves are a rare and wondrous sight. These unique settlements are known for their harmony with nature—typical dwellings are tree houses with the mightiest branches forming living walkways, walls, and alcoves. The grandest of these wood elf villages have many houses in a single tree and elegant walkways connecting each home. 

In lieu of gardening, wood elves treat their home as a vast orchard. They cull and manage animal populations and use controlled fire rituals to tend to the forest, all while honoring the role of death in life. 

Wood elf communities are often fairly isolated. They raise their own food, train their own warriors, and produce their own crafts. Plenty of these villages are insular and xenophobic, but many more are hospitable and generous to travelers—with some guests even invited to stay permanently. Their social orientation is communalistic and egalitarian. Although wood elf laws and hierarchy do exist, they prefer to resolve conflicts through consensus. For complex conflicts they use large circle meetings where anyone can speak. 

Other important cultural values for wood elves are curiosity and exploration. Isolated though wood elf villages may be, it is not uncommon to see a wood elf troubadour, craftmaker, or sightseer on a quest to learn something new. 


Characters raised in the wood elf culture share a variety of traits in common with one another. 

Fleet of Foot. Your base Speed increases by 5 feet. 

Nature's Ally. You can cast animal friendship without material components once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest). 

Nature's Touch. Choose one of the following.

Way with Animals: You gain proficiency in Animal Handling and with land vehicles.

Way with Plants: You gain proficiency in Nature and with herbalism kits.

Treeborne Scout. You gain a climb speed equal to your base Speed. 

Wood Elf Weapon Training. You are proficient with longbows and shortswords. 

Languages. You can speak, read, write, and sign Common and Elvish.

Wildling

Wildling

Remote groups isolated by vast oceans, high mountains, or thick vegetation live at the mercy of nature. They learn to be part of the wilderness’ unending cycles, living in small communities which have little or no contact with the so-called “civilized” peoples of the world. Most frequently, wildlings can be found in secluded villages; sometimes, a wildling lives alone, their only company the beasts with which they share the wilderness. With their intimate understanding of and relationship with nature wildlings make excellent adventurers.


Characters raised in the wildling culture share a variety of traits in common with one another. 

Enhanced Vision. You gain proficiency in Perception. Choose one of the following.

Nightwalker: You gain an expertise die on Investigation and Perception checks made in moonlight or starlight.

Sunseeing: You gain an expertise die on Investigation and Perception checks made in daylight.

Expert Forager. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.

Internal Clock. By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.

Living Off The Land. Sustaining yourself on nature’s grace means you have mastered a unique set of skills. You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following:

Agriculturalist: You gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.

Beastwarden: When you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.

Land Hunter: You gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.

Water Drifter: You gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.

Weather Sense. Pick a terrain type. After observing the area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. When you have successfully predicted the weather, you gain an expertise die on saving throws made against its effects.

Languages. You can speak, read, write, and sign Common and one other language.

Warhordling

Warhordling

Some war hordes obliterate the target of their wrath within the day and life simply returns to normal—but others can last a lifetime. When the offender is an entire nation or a powerful figure like a sovereign or tyrant, the march can seem to go on forever. Warhordling life is driven by one simple goal: the destruction of their foe. 

When war hordes last for years, decades, or even centuries, generations of people are raised only knowing war. The elders may recount memories of happier days, but the songs and ballads that recount their history slowly become war chants.

While hatred is often a poor leader, it is not always in the wrong. War hordes that rally against hated tyrants often find themselves accumulating banners from disparate forces, whether small ragtag bands or entire armies.


Characters raised in the warhordling culture share a variety of traits in common with one another. 

Aggressive. As a bonus action, you can move up to your speed towards an enemy that you can see or hear. 

Menacing. You gain proficiency in Intimidation.

War Horde Weapon Training. Your time spent in the war horde trained you in the ways of warfare, particularly when you’re ill-equipped. You are proficient with two martial weapons of your choice and with light armor. You are also able to cobble together functional if somewhat ramshackle weapons from whatever you have on hand. You can create a ramshackle version of any simple weapon (except crossbows) with 10 minutes of work if you have access to simple materials such as common household items, the rusted scraps found among battlefields, or the bounty of the forest. Ramshackle weapons created in this way function identically to their normal counterparts, except their gold value is always 0 and they break and become useless on a critical fumble. 

Wartime Scrounger. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature while traveling through urban environments, warzones, and battlefields.

Languages. You can speak, read, write, and sign Common and one other language.

Villager

Villager

Far away from the protection of armies and uncomfortably close to the borders beyond which anything might roam, day-to-day life as a villager is routine—but a future is far from guaranteed. Village life can be simple and mundane, filled with the humdrum but insistent needs of farm animals and crops, though there can be far worse than wolves stalking the woods and at any moment, a villager’s life can be punctuated by upheaval. 

More so than larger towns and cities, a village is a community. With rarely more than a few hundred citizens, for better or worse everybody knows everybody in a village. There can be spiteful rivalries and old grudges, but most regard their entire village as their homestead, to be cared for and protected together. A warm hearth, lifelong friends, and homegrown food are a universal way of life, enjoyed by countless peoples of all shapes and sizes. 


Characters raised in the village culture share a variety of traits in common with one another. 

Farm Life. You gain proficiency in Animal Handling. 

Sharpened Tools. When danger approaches the village and there are no adventurers around, it’s often left to the villagers to defend themselves with whatever they have on hand. You are proficient with improvised weapons. 

Tall Tales. Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. You may always choose to use Wisdom when making History, Nature, or Religion checks. However, the Narrator may decide that the results of a check made in this way are distorted or exaggerated forms of the truth. 

Village Watch. You gain an expertise die on Perception checks made while keeping watch during a rest. 

Languages. You can speak, read, sign, and write Common and one other language.

Tyrannized

Tyrannized

Many people live in fear of a tyrannical ruler and of the militant minions that punish dissent and disobedience. Performative loyalty becomes necessary for survival, until even those who oppose the ruler will sometimes betray their neighbors lest they be dragged away to torture and enslavement. Those who resist the tyrant learn to feign the role of faithful soldier, and the cruel irony is that they often profit from the violent conquests of the regime they loathe.


Characters raised in the tyrannized culture share a variety of traits in common with one another. 

All Hail the Tyrant. With true freedom denied them many learn to feign deference, while some resign themselves to collaborating with the tyrant’s minions so as not to be suspected of disloyalty. You gain proficiency in either Deception or Intimidation.

Defiant Will. Whether out of fearful devotion to the tyrant or a stalwart resistance, you refuse to be subdued. You gain an expertise die on saving throws made to resist being charmed , frightened , paralyzed , poisoned , stunned , or put to sleep .

Saving Face. You are careful not to show weakness in front of others for fear of losing status. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you cannot do so again until you finish a short or long rest .

Scars of the Scourge. The tyrant’s minions invariably have some preferred method of torment and you have either learned to survive it or chosen to use the weapon of your oppressors against them. Choose either scars or scourge, and then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. 

Scars: You have resistance to the chosen damage type.

Scourge: As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.

Languages. You can speak, read, write, and sign Common and one other language.


 

Pagination